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Move List and Guide by x MJ x

Updated: 09/30/2008

                    



                   Hyper Street Fighter II: The Anniversary Edition
                               
                                     Guide by MJ



--------------------------------------------------------------------------------


Joystick Abbreviations:                                     Punches


UB      U      UF        UB = Up-Back                    (LP) (MP) (HP)
  \     |     /          U  = Up
                         UF = Up-Forward                 (LK) (MK) (HK)
B <---     ---> F        B  = Back
                         F  = Foward
  /     |     \          DB = Down-Back                      Kicks
DB      D      DF        D  = Down
                         DF = Down-Forward


Game Abbreviations:


SF2  = The first version of SF2. Also known as World Warrior.
CE   = Championship Edition. The second version of SF2.
SF2T = SF2 Turbo. Also known as Hyper Fighting.
SSF2 = Super Street Fighter 2: The New Challengers.
ST   = Super Street Fighter 2 Turbo. Called ST for short. The only version
       with super meters.


Game mechanics:


Throws      = Depending on character it's done by pressing Forward or Backward
              and pressing MP, HP, MK, or HK.

Tech throws = When your opponent throws you, enter a throw command (back or
(ST only)     forwards plus MP or HP or MK or HK) within 13 frames, and you
              will take half the damage and recover in the air. Teching
              can only be done by ST characters when thrown by another ST
              character. Multi-hit throws like Dhalsim's Noogie, Blanka's
              Bite, Balrog's Headbutts, Ken's Kneebash can't be tech but they
              can be mashed out of by hitting the diagonals on the stick and
              mashing the buttons.


Terminology:


360             = 360 motion on the joystick
720             = 2 spins on the joystick
Cross-up        = Jumping over opponent for combo possibilities
crouching       = Low attacks. Press Down.
standing        = attacks that are in standing position
wake up         = when you/opponent rises from the ground
corner          = edge of the screen
O.              = Old character version
Overhead        = hits a crouched opponent
Jump in         = Jump at opponent
buffer          = inputting a special move command during a normal
stored          = holding the last input to release after a button press
invincible      = character becomes invulnerable to attacks
frame advantage = character can attack again during a blocked attack
pokes           = using high priority normals to attack
normals         = regular moves, non special moves
reversal        = countering a attack, when rising or standing
juggling        = multi-hit air attacks
recovery        = how fast a attack animation completes
startup         = the beginning animation of a move
priority        = moves that beat other moves clean
ticks           = blocked LP's or LK's that lead to throws and 360's
re-dizzy        = combos that can dizzy again
anti-air        = punish jump in attacks
2-in-1          = a single attack that hits 2 times. Also it can mean air
                  attacks that you can do 2 attacks in 1 jump.


How to pick Old Characters:

Hold down Start, Select SuperT mode, release Start and pick character.
* Old Characters cannot tech throws.


Move List:


- Ryu -
--------------------------------------------------------------------------------
Fireball       - D, DF, F + any Punch
Hurricane      - D, DB, B + any Kick (can be done in air in SF2 Turbo and up)
Dragon Punch   - F, D, DF + any Punch
Red Fireball   - B, DB, D, DF, F + any Punch (SSF2 / ST only)

Overhead       - F + MP (2 hits) (ST only)
Rush Punch     - F + HP (2 hits) (ST only)
Super Fireball - D, DF, F x 2 + any Punch (ST only)


Combos:

[SF2]  Cross-up HK, D + LK x 4 times
       Jump in HP, standing HP, HP Fireball
       Jump in HK, crouching LK, press LK + HP together, HP Fireball

[CE]   Jump in HK, crouching MP, HK Hurricane
       Cross-up HK, crouching MK, HP Dragon Punch

[SF2T] Jump in HP, Up + HK, HK air Hurricane
       Cross-up HK, crouching MP, crouching MK, HP Fireball

[SSF2] crouching LK, standing HP, HP Fireball
       near corner: Cross-up HK, crouching MP, crouching MK, HP Fireball

[ST]   on crouching opponent: F + MP, crouching MK, HP Fireball or Super
       crouching LK x 3, Super Fireball
       when a opponent jumps at you: jump MP x 3 (juggles)
       when opponent jumping at you: jumping MP (2 hits), jumping MP,
       Super Fireball


Notes:

[SF2]  Most his combos dizzy. Hurricanes can go through Sonic Boom's and Yoga
       Fire. LP Dragon Punches can go through fireballs.

[CE]   Faster Fireball, good for corner lockdowns.

[SF2T] invincible Hurricane upclose, use LK hurricane near opponent to beat
       most attacks. Also you can 2 in 1 the air hurricane for 2 hits.

[SSF2] Hurricane's arc from this game to Super Turbo. Good for cross-ups.

[ST]   New normals (F + MP and F + HP). F + MP hits crouched opponents;
       follow it up with a sweep or crouching MK, HP Fireball. F + HP blocked
       gives you frame advantage so you can attack right after or throw; also
       tack on crouching MK, HP Fireball afterwards if you connect. Air MP
       juggles 3 times.


Best version: ST


Basic Strategy: Lockdown opponents in corner with fireballs. Punish jump in
                attacks with Dragon Punches. Blocked crouching HK into fireball
                is a great pressure tool. LP Dragon Punch is a great move
                upclose to stop any close attacks, also on wake up. Use it
                sparingly or you can be thrown. His Super Fireball has great
                block damage, use it on a rising opponent for free damage.



- Ken -
--------------------------------------------------------------------------------
Fireball           - D, DF, F + any Punch
Hurricane          - D, DB, B + any Kick (can be done in air in SF2T and up)
Dragon Punch       - F, D, DF + any Punch

Slap Kick          - F + HK (ST only)
Combo Kick         - D, DF, F + any Kick (hold Kick for an overhead) (ST only)
Super Dragon Punch - D, DF, F x 2 + any Punch (ST only)


Combos:

[SF2]  Jump in HK, standing HP, LP Dragon Punch
       crouching LK x 3, standing HP

[CE]   Cross-up HK, standing HP, HK Hurricane
       Cross-up HK, standing HP, HP Dragon Punch

[SF2T] Jump in HK, Up + HK, HK air Hurricane
       Jump in HP, crouching MP, crouching HK
       Jump in HK, air Hurricane (dizzy)

[SSF2] Cross-up HK, standing LP, crouching LP, HK Hurricane
       Cross-up HK, standing HP, HP Dragon Punch

[ST]   Cross-up MK, crouching MK, MK Combo Kick (hold K), D + HK
       Jump in HP + LK air Hurricane (2-in-1), crouching LK, Super
       crouching LK x 3, Super Dragon Punch


Notes:

[SF2]  Most his combos dizzy. Hurricanes can go through Sonic Boom's and Yoga
       Fire. LP Dragon Punches can go through fireballs.

[CE]   faster Fireball, dragon punch arcs; good for corner lockdowns.

[SF2T] faster Hurricane. Jump in HK, air Hurricane dizzy's most of the time

[SSF2] Hurricane's arc from this game to Super Turbo. Good for cross-ups.
       3 hit dragon punch.

[ST]   MK throw is great, good for mix ups. You can walk under a opponent
       after. HK Combo Kick (no hold) will move Ken to the otherside when a
       opponent is knocked down. Old Ken has a superior LP Dragon Punch that
       can beat most all close attacks.


Best version: ST, Old Ken


Basic Strategy: Ken can be good offensivly and defensively. He plays just the
                same as Ryu when it comes to fireball traps. In other areas his
                MK throw is a great tool for mix-ups. Use jumping LP to land a
                throw. Learning crouching LK x 3, Super Dragon Punch in
                conjuction with MK throw is godly. Remember you can 2-in-1 air
                hurricanes. It's great to 2-in-1, walk forward and MK throw. It
                fools opponents most of the time. With O.Ken you can focus his
                whole game around his LP Dragon Punch. Its a high priority move
                that pretty much beat most moves upclose. Try mixing in his
                fireball traps with upclose LP Dragon Punches. Even blocked it
                recovers fast and you can do another Dragon Punch.



- E.Honda -
--------------------------------------------------------------------------------
Headbutt        - Charge Back for 2 secs, Forward + Any Punch
Hand Slap       - press any Punch rapidly
Butt Slam       - Charge Down for 2 secs, Up + any K

Sweep           - Back or Forward + HK (ST only)
Ohicho Throw    - F, DF, D, DB, B + any Punch (ST only)
Double Headbutt - Charge Back for 2 secs, Forward, Back, Forward + any Punch
                  (ST only)


Combos:

[SF2]  Cross-up MK, standing MP, standing MK
       Cross-up MK, standing MP, crouching HP

[CE]   Jump in HK, standing MP, MP Hand Slap
       Jump in HK, HP Headbutt

[SF2T] Cross-up MK, standing MP, crouching HK
       Cross-up MK, F + MK, standing LP

[SSF2] standing LP, standing LK, LP Hand Slap
       Jump in HK, crouching LK, HP Headbutt

[ST]   Cross-up HK, standing LP, standing MP, standing HP
       store Double Headbutt, Jump in HK, any Punch


Notes:

[SF2]  HP and HK throws do alot of damage

[CE]   can move back or forward during Hand Slap

[SF2T] Gained Butt Slam, can go thru fireballs

[SSF2] Throws toned down

[ST]   Gained command throw Ohicho. Can be stored by holding the DB input then
       press any Punch. Also you can store his Double Headbutt by inputting the
       super command and hold Forward then press Punch when you want to. The 1st
       headbutt can eat any on screen fireball. The 2nd headbutt is vulnerable
       to Dragon Punches / Tiger Uppercuts / Cannon Spikes / fireballs etc.


Best version: ST


Basic Strategy: Honda is a slow character and is suspictable to anyone with a
                fireball. You need to learn to use Butt slam to progress
                forward. When you progress forward use Hand Slaps to stuff any
                fireball or sweep attempts. In range F + HK is great to beat
                fireballs too. When you get a opponent on the ground use
                cross-over HK or D + MK to start combos or mix-ups. LP Headbutt
                is a great anti-air tool. Use it on jump attempts on you. Also
                use it on wake up. You can walk under a bear hug throw for some
                mix up options. Ohicho is your main tool upclose. Use it after
                a blocked crouching LP. Remember you can store the move. Butt
                Slam on wakeup has some invincibility and will pass fireballs
                (even Ryu's super).



- Chun-Li -
--------------------------------------------------------------------------------
Lightning Kick       - press any Kick rapidly
Spinning Bird Kick   - charge Down for 2 secs, Up + any Kick
Fireball             - B, DB, D, DF, F + any Punch

Upward Kick          - charge Down for 2 secs, Up + any Kick (ST only)
Spinning Bird Kick   - Back for 2 secs, Forward + any Kick (ST only)
Fireball             - Back for 2 secs, Forward + any Punch (SSF2 / ST only)
Super Lightning Kick - Charge Back for 2 secs, Forward, Back, Forward + any Kick
                       (ST only)


Combos:

[SF2]  Jump in MK, standing MP, standing HP
       Jump in HP, crouching MK, crouching HK

[CE]   Cross-up HP, standing MP, F + MK
       in air, D + MK x 4 times

[SF2T] Jump in HP, standing HP, HP Fireball
       Jump in HP, standing HP, HK Lightning Kick

[SSF2] corner only: Jump in HP, standing HP, HP Fireball, D + MK
       Jump in HP, standing MP, D + MK, D + HK

[ST]   old Chun only: Jump in HP, B + MK, HP Fireball
       Jump in MK, D + MP, HK Upward Kick, Super Lightning Kick
       charge Super Lightning Kick, Jump in HP, standing HP, any Kick,
       HK Upward Kick


Notes:

[CE]   Excellent normal moves. Crouching and standing MK beats fireballs.
       Good throw damage.

[SF2T] use fireballs has a shield to get close. Jumping LK is excellent for
       mix-ups.

[SSF2] fireball is a charge move, can be use in a combo. Standing MP is great.

[ST]   Super Lightning Kick can be stored. Input the super command and hold
       Forward and press Kick when you want to. Tack on a Upward kick after a
       super. Upward kick is great to use when you rise from the ground.


Best version: ST


Basic Strategy: Chun-Li's normal moves are great and have priority. Crouching MK
                is your main weapon, it's fast and beats mostly other peoples
                normals. You can apply some pressure with fireballs too like
                Ken/Ryu. Lightning Kicks can beat most lunge attacks like
                Bison's Psycho Crusher, Dhalsim's Drill, Honda's Headbutt,
                Balrog's Rushes, Blanka's Ball. Remember her Super can go
                through fireballs.



- Blanka -
--------------------------------------------------------------------------------
Electricity   - press any Punch rapidly
Ball          - Charge Back for 2 secs, Forward + any Punch
Headbutt      - F + MP

Upward Ball   - Charge Down for 2 secs, Up + any Kick (SF2T and up)
Backstep Ball - Charge Back for 2 secs, Forward + any Kick (SSF2 / ST only)
Slide         - DF + HP (ST only)
Hop           - Back or Forward + press all Kicks (ST only)
Ground Roll   - Charge Back for 2 secs, Forward, Back, Forward + any Punch
                (ST only)


Combos:

[SF2]  Jump in HK, standing MP, standing HK
       standing HP (2 hits)

[CE]   Cross-up MP, standing MP, MP Electricity
       Jump in HK, standing MP, crouching HP

[SF2T] HK Upward Ball, standing MP, HK Upward Ball
       Cross-up MK, standing MP x 2, crouching HP

[SSF2] Cross-up MK, Headbutt, MP Electricity
       Jump in HK, crouching MK, MK Upward Ball

[ST]   Jump in MK, crouching MK x 2, HP Ball
       Cross-up LK, standing MP, Headbutt


Notes:

[SF2]  don't use!

[CE]   don't use!

[SF2T] Great speed. Great throw range. Upward ball hits on the way down, great
       for throw mix-ups.

[SSF2] Backstep Ball gained. Nothing good here.

[ST]   Slide / Hop gained. Slide can pass any fireball. Hop is great for throw
       mix-ups. You can also fill super meter faster by hopping. Excellent throw
       range.


Best version: ST, SF2T


Basic Strategy: His bite is mostly his game. His throw range is quite big, he
                can bite from a great distance. With hop it makes it even easier
                to bite someone. Against fireballers his jumping HK has great
                reach to hit every character. Use slide to pass fireballs.



- Zangief -
--------------------------------------------------------------------------------
Lariat               - press all Punches
Kick Lariat          - press all Kicks (SF2T only)
Spinning Pile Driver - 360 + P
Body Splash          - Jump, D + HP
Headbutt             - Up + MP or HP on the way up
Knee Press           - Jump D + LK (SF2T and up)

German Suplex        - 360 + K (SSF2 / ST)
Flying Powerbomb     - from distance, 360 + K (SSF2 / ST only)
Glow Hand            - F, DF, D + any Punch (ST only)
Final Atomic Buster  - 720 + any Punch (ST only)


Combos:

[SF2]  Cross-up D + HP, crouching LP x 3, crouching HK
       standing LK, crouching HK

[CE]   Cross-up D + HP, standing MP, standing MK, crouching HK
       Cross-up D + HP, crouching MK, Lariat

[SF2T] Cross-up D + HP, crouching LP x 2, standing HP
       crouching LP x 2, standing LK, crouching HP

[SSF2] Cross-up D + HP, crouching LP x 2, standing LK, standing HK
       Cross-up D + HP, standing MK, standing LP, crouching LP, crouching HK

[ST]   Cross-up D + HP, standing LP, crouching MK, Glow Hand
       Cross-up D + HP, crouching LP x 4, standing LP, Glow Hand


Notes:

[SF2]  Spinning Pile Driver doesn't push you back far in this one.

[CE]   can move back or forward during Lariat.

[SF2T] Kick Lariat gained, makes you invincible to crouching attacks. It also
       recovers faster then Punch Lariat.

[SSF2] loses Kick Lariat

[ST]   Glow Hand gained, can eat all fireballs (except Ryu's super).


Best version: SF2T, ST


Basic Strategy: Spinning Pile Driver is his game. You have to be close to do
                anything so use Lariats/Glow hand to pass through fireballs. You
                must master Zangief's range of his Spinning Pile Driver to do
                any damage. Use crouching LK, LP and standing LK and buffer the
                360. Ticks is key. Mix it up and keep them guessing on what you
                do. Body Splash, Knee Press and jumping LK are great air moves
                to land Spinning Pile Driver also. 720 does great damage.



- Guile -
--------------------------------------------------------------------------------
Sonic Boom         - Charge Back for 2 secs, Forward + any Punch
Flash Kick         - Charge Down for 2 secs, Up + any Kick
Knee               - Back or Forward + MK (SF2 to SSF2)
Downward Spin Kick - close, Back or Forward + HK

Knee               - Back or Forward + LK (ST only)
Spin Kick          - Back or Forward + MK (ST only)
Double Flash Kick  - Charge DB for 2 secs, DF, DB, UF + any Kick (ST only)


Combos:

[SF2]  close: keep pressing standing LP until dizzy
       corner only: Knee (B + MK), standing HP, HP Sonic Boom

[CE]   Jump in HP, crouching MP, LK Flash Kick
       crouching LK x 4, standing HP

[SF2T] corner only: Jump in HP, standing HP, HP Sonic Boom, standing HP
       crouching LK, standing MP, HK Flash Kick

[SSF2] corner only: crouching MK, standing HP, HP Sonic Boom, standing HP
       Jump in HK, crouching LP, standing HP, HK Flash Kick

[ST]   corner only: HP Sonic Boom, crouching LP, standing LP, LP Sonic Boom,
                    crouching LK, Knee (F + MK)
       Cross-up LK, crouching x 2 LK, standing LK, Double Flash Kick


Notes:

[SF2]  Easy standing LP dizzy combos, can re-dizzy.

[CE]   Defensive powerhouse. Keep characters away with Sonic Boombs, crouching
       MK's, standing HK's or crouching HP's.

[SF2T] Plays almost the same as CE version

[SSF2] some of his chains are missing. Overall not good.

[ST]   some of his normal moves change. Good offensively. 2nd best Guile.


Best version: CE / SF2T, ST


Basic Strategy: Sonic Boom's is his main game. Keeping away people is the key to
                Guile winning. Keep opponents away with crouching HP and MK.
                When you wake up and a opponent throws a fireball near you you
                can LK Flash Kick and it will hit them. Wakeup LK Flash Kick is
                great but use sparingly. You can Double Flashkick on wakeup as
                well. Guile can cross up with LK for combo possibilities.
                Upclose fireball wars Guile can standing HP (the backfist) when
                a fireball and his Sonic Boom collide.



- Dhalsim -
--------------------------------------------------------------------------------
Yoga Fire    - D, DF, F + any Punch
Yoga Flame   - B, DB, D, DF, F + any Punch
Teleport     - F, D, DF or B, D, DB any Punch or Kick (SF2T and up)
Head Drill   - Jump + HP (in SF2 do it at the peak of the jump)
Drill Kick   - Jump + HK (in SF2 do it at the peak of the jump)
Slide        - D + any Kick

Yoga Blast   - B, DB, D, DF, F + any Kick (ST only)
Yoga Inferno - B, DB, D, DF, F x 2 + any Punch (ST only)


Combos:

[SF2]  LP Yoga Fire, standing HK

[CE]   crouching MK x 2
       
[SF2T] crouching MK, MP Yoga Fire

[SSF2] LP Yoga Fire, standing HP

[ST]   corner only: (not to close) LP Yoga Fire, Head Drill
       after a Noogie throw: walk forward, HK Drill Kick, DB + MK
       LK Slide, Yoga Inferno


Notes:

[SF2]  Drills needs to be done at peak of the jump. Can do LK/MK slide into
       Noogie (MP throw) loops.

[CE]   Has better drill control. Kick drills can stop Honda's Headbutt or
       Psycho Crusher. Most standing attacks are good for anti airs.

[SF2T] Gained Teleport. Can use to escape while getting up. Dhalsim moves are
       weaker.

[SSF2] Drills angle a bit. Can counter fireballs better. Plays the same as ST.

[ST]   Normal moves changed a bit. Can control limbs from any distance. Gained
       Yoga Blast.


Best version: ST


Basic Strategy: Keeping your distance is the best way to play Dhalsim. Mix up
                Yoga Fire and limbs if they try to jump in on you. His slides
                can pass all fireballs except low Tiger shots. Use this upclose
                and mix in limbs and fire. In later games his drills can beat
                most fireballers if timed correctly. His noogie trap is his
                excellent throw loop. To do this do a MP throw, then LK slide,
                and MP throw again. Be careful though because it can be dragon
                punched out of if you mess up. Another great strategy is to mix
                up LP Yoga Flame and Yoga Fire in the corner. Flame is fast so
                you can repeat it a couple of times. If you feel like they will
                jump then do a Blast or a anti-air normal like B + LP or B + MK.



- T.Hawk -
--------------------------------------------------------------------------------
Hawk Dive      - in air, press all Punches
Storm Hammer   - 360 + any Punch
Thunderstrike  - F, D, DF + any Punch
Body Press     - in air, D + HP

Double Typhoon - 720 + any Punch (ST only)


Combos:

[SSF2] Cross-up MK, standing MP, HP Thunderstrike
       Cross-up D + HP, crouching LP, standing MK, LP Thunderstrike

[ST]   Cross-up MK, crouching MK, crouching LP, HP Thunderstrike
       Cross-up MK, crouching LP x 2, standing LP, LP Thunderstrike


Notes:

[SSF2] standing HK hits crouched opponents. Body press crosses up.

[ST]   Body press still crosses up but its harder to pull off. Old T.Hawk's
       Thunderstrike has more invincibility and can go through fireballs.


Best version: ST, Old T.Hawk


Basic Strategy: Like Zangief his main attack is his 360. To land it master his
                jumping LP into 360. Jumping LP has great priority. Crouching
                LP's and LK's are also great for ticks into 360. His Hawk Dive
                is use to trick fireballers into throwing projectiles. If you
                land one do a other to get close to your opponent.



- Cammy -
--------------------------------------------------------------------------------
Spin Knuckle   - B, DB, D, DF, F + any Punch
Cannon Drill   - D, DF, F + any Kick
Cannon Spike   - F, D, DF + any Kick

Hooligan       - B, DB, D, DF, F, UF + any Punch (ST only)
Throw          - during Hooligan press Kick
Cancel         - during Hooligan press Kick before she begins the downward part
Spin Drive Smasher - D, DF, F x 2 + any Kick (ST only)


Combos:

[SSF2] Cross-up HP, standing HP, crouching MK, HK Cannon Drill
       Jump in HK, standing HP, HK Cannon Spike

[ST]   Cross-up LK, crouching MP, standing HP, HK Cannon Drill
       Jump in HK, crouching MP, crouching MK, Spin Drive Smasher


Notes:

[SSF2] Better Spin Knuckle

[ST]   Hooligan gained. Punch throw can be punished if teched. LP Spin Knuckle
       can go through fireballs only. Spin Drive can pass fireballs.


Best version: ST


Basic Strategy: Like Chun-Li her ground moves are excellent. Use crouching MK,
                standing MK and HP for pokes. Her jumping MP is a great priority
                move, it even trades with dragon punches. Jumping HK is good for
                dealing with fireballs. Hooligan can jump over fireballs if
                timed right. Learn to space Cannon Drill so it can't be
                punished. Cannon Spike can beat lunge attacks like Bison's
                Psycho Crusher, Dhalsim's Drill, Honda's Headbutt, Balrog's
                Rushes, Blanka's Ball. Cross-up LK can lead to big combos.



- Fei Long -
--------------------------------------------------------------------------------
Rekka Ken       - D, DF, F + any Punch (up to 3 times)
Rising Kick     - B, D, DB + any Kick
Roundhouse Hop  - F + HK
Forward Hop     - Back or Forward + MK

Arc Kick        - B, DB, D, DF, F, UF + any Kick (ST only)
Super Rekka Ken - D, DF, F x 2 + any Punch (ST only)


Combos:

[SSF2] Jump in HP, crouching LP, standing HP, HP Rekka Ken x 3
       Roundhouse Hop, crouching HP

[ST]   Old Fei only: standing MP, crouching MP, HP Rekka Ken x 3
       Old Fei only: crouching HP, crouching LK, HP Rekka Ken x 3
       Cross-up MK, standing MP, Rising Kick
       Arc Kick, standing LP, crouching LP, Super Rekka Ken, Arc Kick
       when a opponent rises: crouching HP x 2


Notes:

[SSF2] Good ground moves. Rekka does great damage.

[ST]   Arc Kick gained, better to deal with fireballs.


Best version: ST


Basic Strategy: He plays the best when you're upclose to your opponent.
                Apply pressure with Rekka mix-ups and Arc Kicks. LK Rising Kick
                on wake-up is a great option near a opponent. Try to get your
                opponent in the corner. Fei works best in the corner. Use his
                super in the corner for best results during mix-ups. His
                crouching HP is his best poke. It can also be combo'd twice on
                a rising opponent. Standing MP, HP, and MK are his best close up
                attacks. O.Fei Long can buffer his crouching LK, MK, and MP into
                Rekka Ken's. Remember his super can pass fireballs.



- Dee Jay -
--------------------------------------------------------------------------------
Max Out        - Charge Back for 2 secs, Forward + any Punch
Dread Kick     - Charge Back for 2 secs, Forward + any Kick
Hyper Fist     - Charge Down for 2 secs, Up + any Punch, press P rapidly
Knee Shot      - In air, D + LK

Jacknife       - Charge Down for 2 secs, Up + any Kick (ST only)
Dread Carnival - Charge Back for 2 secs, Forward, Back, Forward + any Kick
                 (ST only)


Combos:

[SSF2] Cross-Up MK, crouching LP X 3, standing MP, HK Dread Kick
       Cross-Up MK, crouching MP, standing MP, HP Max Out

[ST]   Cross-Up MK, crouching LP, crouching HP, Hyper Fist
       Cross-Up MK, crouching MP, crouching LK, HK Jacknife, Dread Carnival


Notes:

[SSF2] Hyper Fist can go through fireballs, also a good anti-air option.

[ST]   Hyper Fist can't go through fireballs. 2 Jacknife's can be juggled.


Best version: ST


Basic Strategy: Another pressure character. He works best when your close / mid-
                range to your opponent. His Max Out is somewhat slow during
                start up but fast when its out. Use this in conjuction with
                crouching HK to get close. If you're in a fireball war his
                jumping HK is excellent from afar and it connects. His jumping
                LP can beat out Honda's Headbutt, Blanka's Ball, and Bison's
                Crusher. LK Jacknife is great on wake-up. LK Dread Kick goes
                over crouching attacks. Hyper Fist can dizzy easy, use only in
                combo. Crouching HP can be used as an anti-air attack and is
                good against other normal attacks. Remember his super can pass
                fireballs (fireball has to near though).



- Balrog -
--------------------------------------------------------------------------------
Turn Around Punch - Hold all 3 Punches or Kicks, release (longer the hold the
                    more damage it does)
Dash Straight     - Charge Back for 2 secs, Forward + any Punch
Dash Uppercut     - Charge Back for 2 secs, Forward + any Kick

Buffalo Headbutt  - Charge Down for 2 secs, Up + any Punch (SSF2 / ST only)
Dash Low          - Charge Back for 2 secs, DF + any Punch (ST only)
Crazy Buffalo     - Charge Back for 2 secs, Forward, Back, Forward + any Kick or
                    Punch (ST only)


Combos:

[CE]   Jump in HK, crouching MK, LP Dash Straight
       corner only: crouching LK, standing LK, LK Dash Uppercut, crouching LK,
                    LK Dash Uppercut, standing HP

[SF2T] crouching LK x 2, standing LK, LK Dash Uppercut, crouching HK
       Jump in HP, crouching LP x 4, standing LP, LP Dash Straight

[SSF2] Jump in HP, crouching LP, LP Buffalo Headbutt
       Jump in HK, crouching LP x 3, LP Dash Straight

[ST]   Jump in MK, crouching MK, crouching MP, LP Dash Low
       crouching LP x 4, Crazy Buffalo


Notes:

[CE]   You can walk under someone after a throw. Good for mix-ups.

[SF2T] Turn Around Punch is invincible against low attacks and fireballs if
       it is charged for less then 2 secs.

[SSF2] Turn Around Punch is no longer invincible and doesn't go through
       fireballs. Gained Buffalo Headbutt which can go through fireballs.

[ST]   Gained Low Dash Punch. He can float in the air with Up + HP and move the
       stick forward or back. Good with dealing with fireballs.
       Glitch Dash Uppercut: Input the Dash Uppercut command and then press
                             and B + F any Punch (when your Super meter is full)


Best version: ST


Basic Strategy: Total rush down character. Using dashes is his main way to
                apply pressure on your opponent. Headbutt throw is also key to
                his game. You can also walk under them after a throw. Do
                crouching MK, crouching MP, Low dash combo when you walk under.
                His Crazy Buffalo is one of the most damaging supers in the
                game. Use it in conjuction with the Glitch Uppercut trick
                (ST only). If you choose to play Balrog more slower then
                learning his Turn Around Punch is key. 2 and 3 TAP's can do
                decent damage and can trade with most moves in the game. This
                does limit your play since you have to hold down 3 buttons at
                a time. Learn to place your bottom of your fingers (directly
                above the lower joints) to charge kick TAP and use your
                fingertips for punch buttons. Place your fingers over the 3 rows
                so that all 6 buttons are pressed. Now try to lift the top of
                your fingers while still holding the lower column (kick buttons)
                in place. Bait fireballers and do his super, it will pass
                through and you can do it from a long reach and it will still
                connect.



- Vega -
--------------------------------------------------------------------------------
Rolling Crystal Flash   - Charge Back for 2 secs, Forward + any Punch
Flying Barcelona Attack - Charge Down for 2 secs, Up + any Kick
Izuna Drop              - Charge Down for 2 secs, Up + any Kick, Forward + Punch
Backflip                - Back, Back (CE only)
                        - Press all 3 Punches (SF2T and up)

Sky High Claw           - Charge Down for 2 secs, Up + any Punch (SSF2 / ST)
Flip Kick               - Charge Back for 2 secs, Forward + any Kick (ST only)
Backflip                - Press all 3 Kicks (ST only) (Quicker then 3 Punches)
Rolling Izuna Drop      - Charge DB, DF, DB, UF + any Kick, Forward + any Punch
                          (ST only)


Combos:

[CE]   crouching MK x 2, crouching MP
       close: crouching LP, HP Rolling Crystal Flash, standing HP

[SF2T] Jump in HK, standing MP, standing MK
       Cross-up HK, crouching MK x 2, crouching MP

[SSF2] You have to be in corner: Vertical Jump HP, crouching MP, HP Sky High.
       Wall Jump, in air HK, crouching LP, MP Rolling Crystal Flash, crouching
       MP

[ST]   crouching MK, Flip Kick
       Jump in HP, standing HP, crouching MP
       Jump in MP, crouching MK, crouching MP
       when a opponent jumps at you: Flip Kick x 2


Notes:

[CE]   Highest damaging throw. Rolling Crystal combos.

[SF2T] Toned down a bit. Not great.

[SSF2] Standing HP is now long range. Rolling Crystal doesn't combo sometimes.

[ST]   Gained Flip Kick and Sky High. Flip Kick can be juggled twice.


Best version: CE, ST


Basic Strategy: Vega is mostly a poker. His main normals to use are crouching
                MP, MK, and crouching HK slide. They are quick and have great
                priority. His Flying Barcelona can be tricky for some players to
                block successfully. Use it when you knock down a opponent. You
                can control the attack to hit from the front or the back of a
                opponent. Mix up this attack to keep them guessing which way to
                block. Standing HK, crouching HP are great anti-airs.



- Sagat -
--------------------------------------------------------------------------------
Tiger Shot        - D, DF, F + any Punch
Ground Tiger Shot - D, DF, F + any Kick
Tiger Uppercut    - F, D, DF + any Punch
Tiger Knee        - DB, D, DF, F, UF + any Kick

Tiger Genocide    - D, DF, F x 2 + any Punch (ST only)


Combos:

[CE]   crouching MP, crouching LK, HK Tiger Shot
       Jump in HK, standing LK, HK Tiger Knee

[SF2T] Jump in HK, crouching LK, HP Tiger Uppercut
       Cross-up LK, crouching MP, HP Tiger Uppercut

[SSF2] Jump in HP, standing HK, HP Tiger Uppercut
       Jump in LK, standing LP, standing LK (one hit), HK Tiger Knee

[ST]   old Sagat only: Cross-up LK, crouching LP, standing LK (2 hits),
                       HK Tiger Knee
       corner only: Jump in HK, standing HP, HP Tiger Uppercut x 2
       Jump in HP, crouching MK, Tiger Genocide, HP Tiger Uppercut x 2


Notes:

[CE]   Short recovery on Tiger Shots. Standing HK is good for anti airs.

[SF2T] Toned down a bit. Not great.

[SSF2] Standing close kicks can be combo'd. Tiger Knee modified. Uppercut hits
       multiple time.

[ST]   Weak Tiger Uppercut. Slowed down Tiger Shot, speed and recovery.
       Old Sagat is superior. O.Sagat has faster Tiger Shots, 2-in-1 close
       kicks that can be combo'd, better Uppercut, also a cross-up LK. Best
       version. Tiger Genocide can pass by fireballs.


Best version: Old Sagat


Basic Strategy: If you're playing O.Sagat (which is the only version of him you
                should play) his whole game consist of staying away and doing
                Tiger Shots. His Tiger Shots is extremely fast and has little to
                no recovery time so you can release another right after another.
                Also all his kicks can be combo'd into, even the 2-in-1's. You
                play him just like Ken/Ryu's fireball game but from afar. Tiger
                Knee's can jump over Sonic Boom's upclose.



- M.Bison -
--------------------------------------------------------------------------------
Psycho Crusher    - Charge Back for 2 secs, Forward + any Punch
Scissor Kicks     - Charge Back for 2 secs, Forward + any Kick
Head Press        - Charge Down for 2 secs, Up + any Kick
Skull Diver       - after Head Press, press any Punch (CE / SF2T only)

Skull Diver       - Charge Down for 2 secs, Up + any Punch, press P again
                    (SSF2 / ST only)
Scissor Nightmare - Charge Back for 2 secs, Forward, Back, Forward + any Kick
                    (ST only)


Combos:

[CE]   crouching LP, standing LP, MK Scissor, standing LP, HP Psycho Crusher
       crouching LP x 2, standing LP, MK Scissor, crouching MP, standing MK

[SF2T] Cross-up HK, crouching LP, DB + LP (charge), standing LP, HP Psycho
       Crusher
       Skull Diver, crouching HK

[SSF2] Jump in HP, standing MP, HP Psycho Crusher
       Jump in MK, standing LK x 2, HK Scissor Kicks

[ST]   when a opponent jumps at you: jumping MP x 3, Scissor Nightmare
       close: charge back, standing LK, crouching MK, MK Scissor Kicks
       Jump in HP, crouching MP, HP Psycho Crusher
       when a opponent rises: crouching MK, standing HK
       Jump in HK, crouching LP x 2, standing LP, Scissor Nightmare, jumping
       MP


Notes:

[CE]   Block damage on Psycho Crusher is high. Combos can re-dizzy and can
       lock down a opponent in the corner who blocks them repeatedly.

[SF2T] Weakened. No re-dizzy combos. LP Psycho Crusher upclose can sometimes hit
       a opponent who gets up and trys to block.

[SSF2] Improved a little from SF2T but not great.

[ST]   Gained a juggling jumping MP. Standing MK and HK are great pokes, they
       can stuff fireballs from coming out if timed right. Use Scissor Nightmare
       when rising to escape if needed, it's a great reversal move. Crouching MK
       is a great move to use when a opponent rises, hard to dragon punch out
       of. Jumping MK can be used as a overhead when a opponent rises or
       crouches.


Best version: CE, ST


Basic Strategy: If you're going to play CE version he can re-dizzy quite easily
                with the combos listed above. If blocked the combo can lockdown
                most opponents and theres no way to escape it! A blocked Crusher
                does 4 hits and the chip damage is the same has the arcade
                version of CE. In ST he has one of the best ticking games and
                can control the mid range with his high priority standing kicks.
                Standing LK to throw ticks is a great tool you should use often.
                To dodge fireballs it's best to jump straight up then to jump
                at a opponent. Bison's jump is quite floaty and can be punished.
                The corner is not Bison's friend. He can be trapped by fireballs
                and it is hard for him to escape it. If you try to Head Press
                out of the corner you can get hit by close fireballs because the
                Press has bad startup. Also the only reversal Bison has is his
                Super move. Other then that you can be punished on wakeup. Also
                his super can pass fireballs. After a opponent tech your throws
                try a crouching HK slide before they land to sweep them.



- Akuma -
--------------------------------------------------------------------------------
Fireball       - D, DF, F + any Punch (can also be done in air)
Hurricane      - D, DB, B + any Kick
Dragon Punch   - F, D, DF + any Punch
Red Fireball   - B, DF, D, DF, F + any Punch


Combos:

[ST]   Jump in HK, crouching MK, Red Fireball
       Cross-up HK, crouching MK, HK Hurricane, LP Dragon Punch
       LP Air Fireball, standing HP, Red Fireball
       opponent in corner: LP Air Fireball, Jump in HP, jump up HP Air Fireball,
                           crouching MP, standing MP, HK Hurricane, MP Dragon
                           Punch


Notes:

[ST]   Cheapest character in the game. He's crazy fast and can kill quickly.
       Air Fireballs and Red Fireballs can lock down opponents.


How to pick Akuma:

On the character selection screen, Select Super Turbo as your fighting style
then highlight Ryu for 5-7 seconds, then quickly go right and highlight T.Hawk
for 5-7 seconds then hit left and highlight Guile for 5-7 seconds, now quickly
highlight Cammy by going down and then right and highlight her for 5-7 seconds,
finally quickly highlight Ryu by going right to Ken then up to Ryu and stay on
Ryu for 5-7 seconds. Now finally end it by pressing start and then press all 3
punches, you basically have a milisecond before hitting all 3 punches in order
to get Akuma.


Basic Strategy: He's banned from tournaments and casual players might be mad at
                you if you pick him. He's just cheap!



--------------------------------------------------------------------------------
S P E C I A L    T H A N K S  |
------------------------------

GGPO.net - Play online ST and other games. The best online experience ever. How
           I got most of my strategy. http://ggpo.net

Shoryuken.com Wiki - Extra info I added to the FAQ. Go there for character match
                     up's strategy and other info.
                     http://www.shoryuken.com/wiki/index.php

Street Fighter Anniversary Collection Guide - A great starting guide to get into
                                              Street Fighter. Pick it up!


--------------------------------------------------------------------------------
Copyright 2008 - MJ (goforbrokehub@yahoo.com)

This FAQ was created by MJ. It may freely be saved to your hard
drive, or printed, if it is not used for monetary transactions. You may post
it on a Website if you e-mail me first to inform me of this, no changes are
made, and that I am given credit for this FAQ. I reserve the right to
require any website hosting this work to remove it.

Hyper Street Fighter II Developed by Capcom 2004. All Rights Reserved.

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